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My HP Fix
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<blockquote data-quote="Kavon" data-source="post: 5955959" data-attributes="member: 9822"><p>I think the most important thing this Meat/Fate (or Body/Fatigue as Lanefan put it) brings to the table is a possible sollution to the problem of 'healing overnight', in that one part (Fate/Fatigue) is fully restored after a night's rest (and hence, the way it works right now in the playtest - healing spells and such don't need any alteration, since they affect everything regardless), and the other (Meat/Body) requires some serious R&R and medical attention to get back.</p><p>This way, you can continue on adventuring only for so long, instead of keep on bulldozering through the campaign day after day, no matter the beating you take (some might like this style of play, but I can imagine quite some people do not)</p><p></p><p>As Kamikaze Midget has mentioned in this thread, you can change the dial, so to speak, of these two things to fit your personal preference.</p><p></p><p>The way HP works right now, is that you have all Fate/Fatigue, and once you lost all of this, you receive that one wound that knocks you out and starts you on your journey to the other side.</p><p></p><p>But then you have the hook horror that runs you through with its hooks and rips you up (while you are still alive and well). Try and explain that with the reasoning that the first serious wound comes only once all HP is lost.</p><p>This would require there to be two seperate things - Meat/Body and Fate/Fatigue.</p><p></p><p>As far as someone sweet talking or shouting an unconcious person, that's bleeding out of a potentially fatal wound, back on its feet.</p><p>How would that work, exactly?</p><p></p><p></p><p>The most important point is.. <em>YOU DON'T HAVE TO USE IT</em>.</p><p>Just turn the dial all the way to the side you want, and be done with it.</p><p>I find it absurd that people hate on this idea, since the entire thing is based on the idea that 5e works from - adapt it to your game, your preferences.</p><p></p><p></p><p></p><p>P.S.</p><p>On another note, while typing this out, I realized that you can see the whole Meat/Body thing as the negative HP part and the Fate/Fatigue as (positive) HP. This works only if you were to make it so that once your Fate/Fatigue runs out, you are knocked out (this came from the 'shouting a dying person back on his feat' bit I mentioned earlier in this post).</p><p>The difference would be, though, that once you hit these negative HP, they are not automatically reset everytime you get back to positive HP. In order to restore them, you need medical attention.</p><p>I would guess there might be things to allow you to keep your consciousness while you are at negative HP (like a boar).</p><p></p><p>Still doesn't solve the narrative for the hook horror cases, though.. Unless those attacks go straight to negative HP.</p><p></p><p>Edit: P.P.S.</p><p>It seems one of the issues here is something about what should be the core assumption of the game.</p><p></p><p>I would say the core assumption would be the following: </p><p>"Characters have HP"</p><p></p><p>Following that, we have this:</p><p>"Here are several ways to handle HP, depending on how you wish to play the game"</p><p>*continues on with all the options while explaining the effects they have on play*</p><p></p><p>Now can we get back to a proper discussion on this idea instead of getting hung up on which way MUST be the <strong>default</strong> way?</p><p>Please?</p></blockquote><p></p>
[QUOTE="Kavon, post: 5955959, member: 9822"] I think the most important thing this Meat/Fate (or Body/Fatigue as Lanefan put it) brings to the table is a possible sollution to the problem of 'healing overnight', in that one part (Fate/Fatigue) is fully restored after a night's rest (and hence, the way it works right now in the playtest - healing spells and such don't need any alteration, since they affect everything regardless), and the other (Meat/Body) requires some serious R&R and medical attention to get back. This way, you can continue on adventuring only for so long, instead of keep on bulldozering through the campaign day after day, no matter the beating you take (some might like this style of play, but I can imagine quite some people do not) As Kamikaze Midget has mentioned in this thread, you can change the dial, so to speak, of these two things to fit your personal preference. The way HP works right now, is that you have all Fate/Fatigue, and once you lost all of this, you receive that one wound that knocks you out and starts you on your journey to the other side. But then you have the hook horror that runs you through with its hooks and rips you up (while you are still alive and well). Try and explain that with the reasoning that the first serious wound comes only once all HP is lost. This would require there to be two seperate things - Meat/Body and Fate/Fatigue. As far as someone sweet talking or shouting an unconcious person, that's bleeding out of a potentially fatal wound, back on its feet. How would that work, exactly? The most important point is.. [i]YOU DON'T HAVE TO USE IT[/i]. Just turn the dial all the way to the side you want, and be done with it. I find it absurd that people hate on this idea, since the entire thing is based on the idea that 5e works from - adapt it to your game, your preferences. P.S. On another note, while typing this out, I realized that you can see the whole Meat/Body thing as the negative HP part and the Fate/Fatigue as (positive) HP. This works only if you were to make it so that once your Fate/Fatigue runs out, you are knocked out (this came from the 'shouting a dying person back on his feat' bit I mentioned earlier in this post). The difference would be, though, that once you hit these negative HP, they are not automatically reset everytime you get back to positive HP. In order to restore them, you need medical attention. I would guess there might be things to allow you to keep your consciousness while you are at negative HP (like a boar). Still doesn't solve the narrative for the hook horror cases, though.. Unless those attacks go straight to negative HP. Edit: P.P.S. It seems one of the issues here is something about what should be the core assumption of the game. I would say the core assumption would be the following: "Characters have HP" Following that, we have this: "Here are several ways to handle HP, depending on how you wish to play the game" *continues on with all the options while explaining the effects they have on play* Now can we get back to a proper discussion on this idea instead of getting hung up on which way MUST be the [b]default[/b] way? Please? [/QUOTE]
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